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General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="tetrasodium" data-source="post: 9774889" data-attributes="member: 93670"><p>That 100% aligns with my experience. For all the lip service given to the idea that people just need to up their GM game and design better adventures encounters storylines or whatever, it's still a deep pit of no win options for the gm facing players who feel the nova>rest>repeat loop is a requirement to successful play because it doesn't matter what the GM does if their players are stuck on servicing a self fulfilling prophecy about how the alternative <em>can't</em> work. The end result is almost always going to crash into "see we tried it your way and obviously it didn't work" with continuing to push just adding spite & animosity on top of an ever growing pile of reasons for players to feel frustrated.</p><p></p><p>It looked like wotc wanted to address some of these kinds of problems during the playtest with the shift from everyone having spells known or spontaneous prep to flex-vancian prep and an endless parade of barely changed rest/recovery mechanics but that all got shutdown hard when the revised warlock got nuked by the "there's a problem with the new warlock"video dndshorts did on it where the video alone got more likes on YouTube than the revised warlock survey had total respondents. Crawford came out shortly after saying that they were going to stop being experimental(or whatever) and people questioned if anything in the playtest could be considered experimental.</p><p></p><p>Answering the questions in the OP though... I backed abime5e hoping it would change more than it did shifting to point out levelup5e really hoping for much more drastic revisions in a lot of areas and most recently did the same with draw steel because it proved that it was willing to slaughter the sacred cows sustaining 5e's problems. I also back mearls's patreon and have been intrigued but not yet sold over some "ehhh..." Design goals he seems to be targeting</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9774889, member: 93670"] That 100% aligns with my experience. For all the lip service given to the idea that people just need to up their GM game and design better adventures encounters storylines or whatever, it's still a deep pit of no win options for the gm facing players who feel the nova>rest>repeat loop is a requirement to successful play because it doesn't matter what the GM does if their players are stuck on servicing a self fulfilling prophecy about how the alternative [I]can't[/I] work. The end result is almost always going to crash into "see we tried it your way and obviously it didn't work" with continuing to push just adding spite & animosity on top of an ever growing pile of reasons for players to feel frustrated. It looked like wotc wanted to address some of these kinds of problems during the playtest with the shift from everyone having spells known or spontaneous prep to flex-vancian prep and an endless parade of barely changed rest/recovery mechanics but that all got shutdown hard when the revised warlock got nuked by the "there's a problem with the new warlock"video dndshorts did on it where the video alone got more likes on YouTube than the revised warlock survey had total respondents. Crawford came out shortly after saying that they were going to stop being experimental(or whatever) and people questioned if anything in the playtest could be considered experimental. Answering the questions in the OP though... I backed abime5e hoping it would change more than it did shifting to point out levelup5e really hoping for much more drastic revisions in a lot of areas and most recently did the same with draw steel because it proved that it was willing to slaughter the sacred cows sustaining 5e's problems. I also back mearls's patreon and have been intrigued but not yet sold over some "ehhh..." Design goals he seems to be targeting [/QUOTE]
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